Found him written all over a notebook. I had totally forgot about him. Since I have no use for him - take him, whoever wants him.
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349. Dim
You grew up in a big city as an orphan and a street kid. As a kid you did not know who your parents were and you were raised by an old hermit, who lived in a rugged old shack on some back-ally and out of the kindness of his heart tended to many street kids, giving them a place to sleep and as much food as he could get. You're personality, even at young age was apathetic and you were quite the daredevil: having no great concerns over your own well being. As, seemingly, no one else did either. Because of this personality you soon became the leader of many street kid gangs. You organized theft and waged wars with other kids. As a leader you were short tempered, but clever, ruthless, yet proud. You were used to get around on your own, so you had little respect for the old hermit who tried to raise you.
Pretty soon though, things went wrong as you stole from an important bandit leader (an adult one). You were caught and thrown in to jail. Meanwhile, the bandit leader, called Gern -thinking that this theft was organized by none other than the old hermit - took his revenge upon him and killed him. You were unexpectedly touched by this and swore revenge.
You got out of jail, but not by a way he liked. Gern bought you out and made you a slave of his. He probably did feel a little sting of a conciseness, as he in his twisted way tried to act out as a father (that involved a lot of beatings) and tried to raise the kid as a bandit of his own. You however still had revenge on your mind and you grouped together with an old gang of yours on the streets. You then prepared a clever ruse, stealing from Gern's enemies and framing him. This started a great street war. You were forced to fight on Gern's side however - as he constantly had eyes upon you from now, suspecting you. This made your old street gang friends think that you have betrayed them though. In a tragic turn of events they tried to attack you, but were killed by Gern's men in the process. This left a great scar in your mind and now you were fixed on the idea of killing Gern fast and getting out of there.
Another thing delayed you though... you had started to sympathize with Gern's wife, who lived under the terror of his husband. You tried to organize an escape for her, only to find out that you were betrayed and an enraged Gern found out about your plans and killed his wife.
You had no option but to flee in the carriage that was supposed to carry you both away. Seeing no point for your life now you eventually end up in a monastery, where you stayed for 19 years. The monks deemed you a good student, as you were fast to learn all scholarly wisdom's, but you never achieved an inner piece, of which the monks constantly talked about. You had become a deep cynic and pessimist. The idea of "good" seemed fake to you, as in nature too it is only kill or be killed.
Eventually, with a heavy heart you leave from the monastery. You settle in the small, abandoned shack, where once lived the good old hermit who looked after street-kids. You however start a life of a loner. You look up Gern and he works as a statesman now. You meet him - he does not recognize you. "We all flow on and looking back is never good. Our sins are never truly forgiven or exalted - they live on with us. And so life becomes a sin and that's all that is left. What right have I to take his life? Still nothing is forgiven- neither for me nor to him."
With that sentiment you leave him alone - after spending some time teaching his kids - even. You try to go back to the monastery, but you are refused. You fall in love once, but repress it. You live alone and wander the streets and sewers. You try to do justice wherever you can. You fill your life with adventures and try to give it point. But there seems to be none...
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Sorry for it being so long. I wonder if anyone even bothers to read it through.
350. The Fallen Angel: After years of service to your god, you grew envious of the mortals and their passion for life, and everythign they do. You asked your god to remove you from their service, granting you a mortal's existance.
After being incarnated into flesh, you realize you have made a terrible mistake. You set out to regain your lost power and immortality, even if it means striking down the god who granted your request in the first place.
----- On a similar note... 351. Lightning in a Bottle: You were a lesser primal spirit, caged into mortal flesh by an ambitious god. You embrace this new lifestyle, eagerly serving your new master, ever trying to keep your fierce nature under control.
352. Weight of the world: You are an immortal, tasked with going around the world recording within a holy book every time a person throws away a second chance granted to him/her, or betrays those closest to him/her, goes against his own principles for gain, and any other situation where those who are supposed to be good fail at that task (people whose natures are evil cannot be recorded). If these situations do not present themselves, you make it possible to others (you cannot influence their decisions) and when they fail at it you record it (if they succeed you don't bother with it). once the book becomes complete with X (you or DM decides how many, too many makes it difficult to achieve, too little makes it too early) entries, it becomes a powerful artifact to rival the power of major gods filled with destructive and defensive spells, and becomes an undisguisable beacon to every being with even a hint of magic flowing through their veins for over a 500,000 miles. The result is the world is thrown into a dark age of chaos where every magic wielding being and every holy warrior battle it out with each other, bringing the world to a state of total war, forcing every living being to suffer under the weight of the world. You and your counterpart (next backstory) may never cross blades or spells or even cause the other any grief in the slightest, he who succeeds first nullifies the mission of the other.
353. Protecting the world: You know of your counterparts mission and have been tasked with writing up an opposing book to reflect the good within the world. You travel the world to find and record peoples actions of defending to the death their loved ones, sacrificing everything they hold dear to stand by those who have lost their rights, those who demand equal justice and mercy even to their enemies even if they are of evil races, and any other situation where a person may be left with nothing more than his principles. Once X amount of entries have been filled, the book fills its pages with education, philosophy, medicine and a copy is made available within every temple of any god, and all beings within 100 miles of each copy is put under the effects of a retribution spell (3.5e spell, have no idea if there is a 4e equivalent), and is allowed a deeper perspective on the world, giving them a chance to reconsider and re-evaluate their alignment. The effect of the book brings about another level of education to the world, bringing with it perhaps a new age where once a race may have been known to be evil is now instead one of the goodly races. You and your counterpart may never cross blades or spells or even cause the other any grief in the slightest, he who succeeds first nullifies the mission of the other.
354. Stabbed in the back (must be a goodly aligned being from an evil race): When those you called friends for years (who are all of a goodly race) were lied to by a common enemy that they had a backstabber in their ranks, they instantly suspected you and without hesitation struck you in hopes of killing you. You survived, and now three options seem to shine brightly: Kill your friends for turning on you, kill the one who ruined it all with his lie or leave your past behind you (this third reason is more of a reason behind your personality sort of thing so as to not force a story future for your character).
355. The Jock You're a fantastically gifted athlete. You're the best in your village at every sport and game. You run faster, jump farther, lift more. You can pin any opponent in a wrestling match, or hit the bull's eye with an arrow. Unfortunately, you're not all that bright. Socially, you're inept. And as far as common sense, you two haven't met. You don't want to be burdened with learning a trade, you just want to spend your days running and climbing and wrestling and shooting and... what? What's this? Hm... 'Adventurers Wanted'.
356. The Nerd You have a beautiful mind. You could outthink the village elders at the age of five. You can analyze and break down a plan of action and determine percent chance of success and failure without batting an eye. You just figure things out. Unfortunately, you're an uncoordinated weakling. Socially, you're inept. You leave every job you've ever had, as you get utterly bored within a few days. As you enter the local pub after dropping off a detailed plan at the mayor's office to increase food production by 75% in two years, you spy a notice on the wall. 'Adventurers Wanted'.
356. Magnet: For some reason, all sorts of monsters are attracted to you. No matter what you do, monsters find all sorts of ways to make your life a living terror. Maybe they see you as one of their own, and come asking you for help. Maybe you're related to someone who killed scores of monsters, and they're going to get their revenge one way or another. Or maybe you just seem to find a different monster around every corner. Any way it happens, you are perpetually surrounded by monsters. So seriously, might as well be an adventurer. After all, your life's just THAT close to being an adventure anyway. 357. Karas: In life, you were a merciless killer. You felt no remorse, no fear, no pain. When you died, you were chosen by a certain being, whether a demon or diety, monster or primal force. You were reborn as a champion and defender of your benefactor. As long as you follow their will, they'll give you life and another chance to work off some of that bad Karma. When you rebel, you die.
358. Last-Born Son: Let's face it; you're the youngest of 5 boys and three girls. Your parents are dirt poor farmers to an over-taxing lord. In short, you have no inheritance, no respect, and little to no love. On your fifteenth birthday you decide to make a future for yourself and releive your parents of your burden at the same time. You scrounge together enough food/money to make it to the nearest city and you duck town as soon as you can. Arriving at the city, you quickly discover two things about yourself: you have no marketable talents or skills, and that tome which you took off your family's mantleplace actually contains the secrets of (insert PC class here). The book consumes your life until you've managed to master a few of the basic techniques. Having no further stake in the city, you set off for a grand adventure!
356. Magnet: For some reason, all sorts of monsters are attracted to you. No matter what you do, monsters find all sorts of ways to make your life a living terror. Maybe they see you as one of their own, and come asking you for help. Maybe you're related to someone who killed scores of monsters, and they're going to get their revenge one way or another. Or maybe you just seem to find a different monster around every corner. Any way it happens, you are perpetually surrounded by monsters. So seriously, might as well be an adventurer. After all, your life's just THAT close to being an adventure anyway.
Guts from Berserk is a version of this. Ever since the Eclipse, he has this mark on his neck that draws hungry demons to him like a magnet. He was meant to be eaten by these monsters as a sacrifice like almost everyone else with him during the Eclipse, but he survived and the monsters are looking to finish what they started.
Guts from Berserk is a version of this. Ever since the Eclipse, he has this mark on his neck that draws hungry demons to him like a magnet. He was meant to be eaten by these monsters as a sacrifice like almost everyone else with him during the Eclipse, but he survived and the monsters are looking to finish what they started.
Didn't know that. Wow, you learn something new every day.
Here're some more: 359. Ben Hur: When you were young, you were the heir to a rich merchant family. But a boyhood friend betrayed you, and falsely accused you of trying to kill the local magistrate. You were captured, your family taken away, and were sent out to spend the rest of your natural life rowing one of the warships in the king's fleet. However, when the warship you were on sank, you not only managed to escape, but you saved the life of the fleet's commander. In thanks, he adopted you, and absolved you of your supposed crime. Now, with a new name and a new chance at life, you are free to go after your traitorous friend and save your family. 360. May you live in interesting times: You know from personal experience that if anything bad can happen, something worse will inevitably happen. You're engaged to be married... multiple times... sometimes to people you don't even know. To top it off, most of these suitors have difficult personalities... and most come with jealous boyfriends to boot. But you have little time to worry about that, because your numerous rivals and enemies blame you for all the things wrong in their lives, whether or not you did anything to them. Just by stepping outside your door, you run the risk of becoming Chaos's plaything. That's why you escaped to a life of adventure, where it's safe. Just hope none of your hometown chaos follows you.
361. But I don't wanna... All your life you wanted to be a warrior. Slicing things up with your sword and saving the day... what else could a person want? Of course, your family (one of the great magician dynasties of the realm) had other ideas. They force you to learn that boring ol' magic, when you could be outside practicing your swordplay. As you grow up, the problem gets worse. As you graduate from wizard's college and start out on your adventures, you look back and realize that all you really wanted to do with your life is to be a swordsman. 362. Champion of Prophecy For your entire life, you wanted to be an adventurer. Unfortunately, you were born into a poor family, who could barely make ends meet, much less buy adventuring supplies. One day, you go to see who is named the champion of prophecy among the great fighters of your area. By sheer accident, you end up getting chosen as the champion. Now you MUST be trained, as the hopes of your area are resting on you to fulfill the prophecy. And if adventuring gives you the practice that you need... so be it.
363. Body Swapped: No one knows quite how it happened. All you know is that suddenly you find yourself in the body of a great hero... you know, the one that just agreed to take on the impossibly complex quest that no sane person would ever think of attempting? When you go to your home to find the mind of the hero, you find that they happen to like laying around like a peasant. No matter what you say, they don't want to even think of switching back. And to make things worse, the king is threatening to kill you if you don't live up to "your" promises. You don't know what happens when you're killed in someone else's body, but chances are it's not pretty. So, with little choice, you head out. Sure, you have the muscle... but you definitely don't have the skills, and besides, you still don't have the foggiest idea what EXACTLY you're supposed to be doing anyway.
364: Budget Cuts: You were an academic, working in the quantitative magi-chemistry (known to the uneducated as 'alchemy') department of one of the most prestigious arcane universities. You had a successful theory, a great reputation and several underpaid apprentices following in your footsteps. Then an economic downturn hit, and your department got the axe. Well, time to go out and do some hands-on field work as an adventurer. If you find something interesting, you might even be able to squeeze a paper out of the experience!